Difference between revisions of "Krampus/Strategy"

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(Added an Overview for Krampus (Jiangshi).)
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{{Transient icon|Krampus|variant=Jiangshi}}'s main source of damage is through his {{Status|en name=Stigma}} infliction every five turns, his bonus damage to said {{Status|en name=Stigma}}, his {{Status|en name=ATK Up}} when he appears, his nearly-constant source of {{Status|en name=Limit}}, and his {{Status|en name=Break}} on Charge. His skills are structured such that his temporary {{Status|en name=ATK Up}} will never overlap with his natural {{Status|en name=Stigma}}; even so, he'll always have at least a x2 to x4 attack modifier just by being on the field, depending on his health.  
{{Transient icon|Krampus|variant=Jiangshi}}'s main source of damage is through his {{Status|en name=Stigma}} infliction every five turns, his bonus damage to said {{Status|en name=Stigma}}, his {{Status|en name=ATK Up}} when he appears, his nearly-constant source of {{Status|en name=Limit}}, and his {{Status|en name=Break}} on Charge. His skills are structured such that his temporary {{Status|en name=ATK Up}} will never overlap with his natural {{Status|en name=Stigma}}; even so, he'll always have at least a x2 to x4 attack modifier just by being on the field, depending on his health.  


In a longer battle, even after his {{Status|en name=ATK Up}} has worn off, his many offense-boosting statuses can still coincide. His {{Status|en name=Limit}} is practically constant, his {{Status|en name=Stigma}} can be easily exploited by using another debuffer or simply accounting for turn progression, he naturally has an innate x2 attack bonus against {{Status|en name=Stigma}}, and his Charge inflicts {{Status|en name=Break}}, further reducing enemy defenses. Under normal gameplay, it's possible for Krampus to routinely gain a x9 attack modifier, and if you also apply his Charge, his initial {{Status|en name=ATK Up}}, or any other attack buffs, that modifier goes even higher.  
In a longer battle, even after his {{Status|en name=ATK Up}} has worn off, his many offense-boosting statuses can still coincide. His {{Status|en name=Limit}} is practically constant, his {{Status|en name=Stigma}} can be easily exploited by using another debuffer or simply accounting for turn progression, he naturally has an innate x2 attack bonus against {{Status|en name=Stigma}}, and his Charge inflicts {{Status|en name=Break}}, further reducing enemy defenses. Under normal gameplay, it's possible for {{Transient icon|Krampus|variant=Jiangshi}} to routinely gain a x9 attack modifier, and if you also apply his Charge, his initial {{Status|en name=ATK Up}}, or any other attack buffs, that modifier goes even higher.  


{{Transient icon|Krampus|variant=Jiangshi}} retains his ability inflict debuffs, keeping {{Status|en name=Stigma}} but trading the others for {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}}. While Krampus cannot inflict {{Status|en name=Stigma}} by attacking, he can inflict {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}} by doing so, and his weapon range now allows him to potentially disable enemies' status buffs and their CP in a more generous range than his other cards. {{Status|en name=Stigma}} is now a 5-turn nuke, and will hit every enemy on the map regardless of their position; while Krampus cannot inflict this status per attack like his other cards, it is still guaranteed to trigger regardless of Phase and is still quite an advantage. The 5-turn {{Status|en name=Stigma}} nuke also doubles as a slight team support, due to it effectively doubling your whole team's offense, quadrupling Krampus', and also bestowing {{Status|en name=Blessing}} to your entire field.  
{{Transient icon|Krampus|variant=Jiangshi}} retains his ability inflict debuffs, keeping {{Status|en name=Stigma}} but trading the others for {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}}. While Krampus cannot inflict {{Status|en name=Stigma}} by attacking, he can inflict {{Status|en name=Nullify Buff}} and {{Status|en name=Remove Buff}} by doing so, and his weapon range now allows him to potentially disable enemies' status buffs and drain their CP in a more generous range than his other cards. {{Status|en name=Stigma}} is now a 5-turn nuke, and will hit every enemy on the map regardless of their position; while Krampus cannot inflict this status per attack like his other cards, it is still guaranteed to trigger regardless of Phase and is still quite an advantage. The 5-turn {{Status|en name=Stigma}} nuke also doubles as a slight team support, due to it effectively doubling your whole team's offense, quadrupling Krampus', and also bestowing {{Status|en name=Blessing}} to your entire field.  





Revision as of 02:04, 18 May 2020

NOTE: This page currently under construction.

(This page is for Krampus strategy guide. For the standard Krampus page, click here.)

Overview

☆3/☆4 Krampus

Krampus is one of the few units whose element changes with rarity; his 3star being Element earth.pngWOOD, his 4star being Element dark.pngNETHER, and his 5star being Element fire.pngFIRE. Fire and Wood tend to have more weaknesses than Nether, but in most cases, element advantage shouldn't matter much.

Krampus serves as a debuff-oriented damage dealer, and he fulfills that role by inflicting CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) on enemies when he's struck as well as draining a whopping 50 CP and inflicting StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) when he attacks. He has an innate damage boost against CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), and StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) itself roughly doubles the damage enemies take; as a result, Krampus can offer quite potent offense. He can give himself ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) each Phase start, which bolsters his damage further and helps him trigger his skills, and can also give teammates ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and CP when moved.

However, many of Krampus' skills are limited in use, and their individual chances to trigger aren't very high. His CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) infliction will only trigger about half the time at best, and Krampus will still take the full brunt of an attack due to the skill triggering after damage has been dealt. His on-move ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and additional CP lets him strengthen his teammates, but it also only triggers half the time. His Phase-start ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) is meant to help alleviate these issues by increasing his proc chances, but even this status isn't a guarantee each Phase. As such, Krampus greatly benefits from status buffs that improve the chances of his skills triggering, such as Glint+10% skill activation rate for 2 turns (Buff), ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff), and Prayer+10% skill activation rate for 6 turns (Buff).

Ultimately, the real draw to Krampus is his reliable -50 CP drain and StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) infliction, which triggers while he attacks and therefore roughly and routinely doubles his damage against anything he hits.


☆5 Krampus

Much like his other cards, Krampus (Jiangshi) also offers strong offensive capabilities, reliable debuffs, CP drain, and slight team support, but he does so in ways which are comparatively more reliable (and useful) to the player.

Krampus (Jiangshi)'s main source of damage is through his StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) infliction every five turns, his bonus damage to said StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), his ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) when he appears, his nearly-constant source of LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff), and his BreakCannot move at will, DEF Down by 1.2x ~2.4x for 2 turns (Debuff) on Charge. His skills are structured such that his temporary ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) will never overlap with his natural StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff); even so, he'll always have at least a x2 to x4 attack modifier just by being on the field, depending on his health.

In a longer battle, even after his ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff) has worn off, his many offense-boosting statuses can still coincide. His LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) is practically constant, his StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) can be easily exploited by using another debuffer or simply accounting for turn progression, he naturally has an innate x2 attack bonus against StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), and his Charge inflicts BreakCannot move at will, DEF Down by 1.2x ~2.4x for 2 turns (Debuff), further reducing enemy defenses. Under normal gameplay, it's possible for Krampus (Jiangshi) to routinely gain a x9 attack modifier, and if you also apply his Charge, his initial ATK UpATK Up by 1.1x ~ 2.2x for 4 turns (Buff), or any other attack buffs, that modifier goes even higher.

Krampus (Jiangshi) retains his ability inflict debuffs, keeping StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) but trading the others for Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) and Remove BuffRemove one buff (Debuff). While Krampus cannot inflict StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) by attacking, he can inflict Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) and Remove BuffRemove one buff (Debuff) by doing so, and his weapon range now allows him to potentially disable enemies' status buffs and drain their CP in a more generous range than his other cards. StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) is now a 5-turn nuke, and will hit every enemy on the map regardless of their position; while Krampus cannot inflict this status per attack like his other cards, it is still guaranteed to trigger regardless of Phase and is still quite an advantage. The 5-turn StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) nuke also doubles as a slight team support, due to it effectively doubling your whole team's offense, quadrupling Krampus', and also bestowing Blessing+300~600HP/turn for 4 turns (Buff) to your entire field.


Highlights

☆3/☆4 Krampus

Class: Glass Cannon, Debuffer

Gameplay Role:

Pros

+ Default and LB3+ allow Krampus to deal very potent damage, LB3+ in particular. LB3+ also lets him completely shut down enemy Charges.

+ LB1 allows him to boost his teammates' offense.

+ LB2, LB3+, and Charge let him inflict multiple debuffs, which can be very useful in certain team compositions.

Cons

- Less-than-ideal proc rates for most of his skills; he'll need some help to make them consistent.

- LB2 triggers after damage is dealt, which makes it hard to efficiently use.

- Slash attack range, which limits his LB3+, delegates him to a front-line role, and makes for less flexible team formations and setups.


☆5 Krampus

(Placeholder text)


Gameplay Role

☆3/☆4 Krampus

Glass Cannon

Krampus specializes in damage output which hinges on his debuff infliction. If the enemy is given CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), either by Krampus taking damage or through some other means, Krampus can utilize his innate damage boost against said debuff. Furthermore, Krampus is a very reliable source of StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), which also increases his damage output; if ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) happens to also trigger, that damage will be strengthened even more.

Debuffer

Thanks to his skills, Krampus can inflict three separate debuffs through various means. He can give CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) by getting hit, although he'll be taking full damage himself; he can give StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) by attacking, effectively doubling the damage enemies receive; and he can give FearCannot move at will, -10CP/turn for 5 turns (Debuff) through his Charge. Although his attack range is limited, Krampus can prove to be useful, especially for certain team compositions that take advantage of these specific debuffs.


☆5 Krampus

(Placeholder text)


Stats and Seed Usage

Unit Max HP (unseeded) Max HP (seeded) Max ATK (unseeded) Max ATK (seeded) Max normal ATK per square (unseeded) Max normal ATK per square (seeded) Max CS ATK per square (unseeded, SALV1) Max CS ATK per square (seeded, SALV1)
Icon frame rarity 3.pngWood element icon.pngSlash weapon icon.png 5665 7574 4232 5897 1904 2653 3808 5307
Icon frame rarity 4.pngNether element icon.pngSlash weapon icon.png 6325 8197 5015 6716 2257 3022 6770 9066

☆3/☆4 Krampus

Krampus serves as a damage dealer and debuffer. Because his skills have trouble triggering, anything that helps him do that job should be prioritized, such as Attack seeds and Skill seeds.


☆5 Krampus

(Placeholder text)


Team Synergy

☆3/☆4 Krampus

Damage Boosters

Krampus' damage output mainly depends on CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) and StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff), which are two debuffs. As such, he is a viable target for other buffs in order to multiply his damage further. Units such as Claude (Christmas) or Kenta (Valentine) can boost his offense considerably.

Damage Mitigation

Krampus' only means of reducing enemy damage is through his CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) infliction, and he takes full damage regardless if the skill triggers or not. Because of this, he's virtually defenseless. It's highly recommended to pair him with units who can bolster his defenses, such as Surtr, Triton, or Marchosias.

Healers

Similarly, Krampus has no means of healing himself or other teammates. If you're attempting to trigger his CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), then taking units who can heal his HP is especially vital, such as Choji, Chernobog (Beachside), or Gyumao (Valentine).

Debuff Exploitation

Krampus can inflict three separate debuffs which other units can take advantage of. CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) can be exploited by Hanuman (Journey), for example, or Krampus himself can take advantage of CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff) inflicted by other units, such as Shiro, Licho, or Fenrir (Make Sail). StigmaDEF Down by 1.15x ~ 2.3x, -150~-300HP/turn for 3 turns (Debuff) can be capitalized on by units such as Fenrir (Make Sail) or Krampus (Jiangshi), and FearCannot move at will, -10CP/turn for 5 turns (Debuff) can be used by units such as Nyarlathotep. If you'd like to really make use of his debuffs, you could pair him with units like Volos (Beachside), who deals additional damage to enemies with nearly any kind of debuff.


☆5 Krampus

(Placeholder text)


AR Equipment

☆3/☆4 Krampus

ARs that bolster Krampus's damage output are recommended, as that is his strength. Both Every Cloud Has a Silver Lining and Chocolate From The Abyss offer damage boosts against enemies inflicted with CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), and those damage boosts stack with Krampus' innate one. Similarly, A Teacher and Student from Kamata gives Krampus a progressively stronger attack boost as the battle proceeds.

Alternatively, you can play to Krampus' lesser strengths. If you'd like to shut enemies down even further past CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff), you could try Battle between Swordsmith and Swordsman, which gives Krampus the chance to apply Remove BuffRemove one buff (Debuff) after he attacks, or Double Hero of the Holy Eve!, which gives Krampus a failsafe Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) in case he takes too much damage trying to trigger said CurseATK Down by 0.8x ~ 0.4x for 5 turns (Debuff).


☆5 Krampus

(Placeholder text)


Checks and Counters

☆3/☆4 Krampus

Skill Reduction

Krampus already has subpar proc rates on a good portion of his skills, so to be inflicted with a penalty to trigger said skills is quite a detriment to him. Be wary of Obstruct-15% skill activation rate for 2 turns (Debuff) and Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff).

Forced Movement

Krampus' range is Slash, which means that in order to make full use of his attack range and skills, he must be a front-line unit. Unfortunately, this means that if he happens to be blown back by an enemy such as Amatsumara, he'll have a tough time getting back into place to effectively contribute to your team.


☆5 Krampus

(Placeholder text)


Teambuilding Options

This section consists of user-submitted builds that may not necessarily be viable for high level quests.

Arbitrary Team Name

Team Details (submitted by UserName)

Krampus
【Debuffer】

Krampus
【Moveslut, CP Battery】

Krampus
【Healer, Tank】

Krampus
【Support unit】

Licht
【example of variant call】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥X

Example team function description.

Gameplay examples